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Benza
05-03-2010, 07:46 AM
Raid Compostions/ Strats for and Idea's on how to do the Meta Achievment's. I will post every strat day by day and edit it well every day since Im in school :p. Feel free to post and arguable change's to the current write up P.s Possibly a Sticky?

Lord Marrogwar -(Boned!) - Regular raid setup--Stack under the boss, stay out of coldflame- Kill bonespikes fast

Lady Deathwhisper -(Full House!) -Regular raid setup- You need a Cult Fanatic, Cult Adherent, Reanimated Fanatic, Reanimated Adherent, and Deformed Fanatic. The first wave of adds should be ignored completly and let the OT pick them up and the dps stay on the shield. The 2nd wave of adds the MT will pick them up and have dps kill these ones. By the time the third wave comes out you should be close to going into phase 2. By this point the Deformed Adherent should be kited by one of your dps since the OT will be taking care of all the others. Side note: be sure to keep dispelling Curse of Toropher, since you will have 2 casters out that are empowered or reanimated. Make sure on the third wave of adds that you quickly take her shield down because she will transform the adds into reanimated which will make the achievment void. Also make sure to watch aggro since you only have one tank on LDW.

Gunship Battle -(Im on a Boat!) - Regular raid setup---Strats are arguable. Alliance boat- 3 dps, 2 healer's, 1 Tank (2 dps take the cannons while the tank get healed and the extra dps takes out adds. When cannons are frozen all dps help kill adds, rinse repeat) Horde ship- 2 DPS, 1 Tank, 1 Healer, (Have the 2 dps kill the Battle Mage when its out, and while its not out youll be preety bored doing nothing except killing rocketers. Healer will heal the tank and dps on the default boat. Tanking is a bit hard to explain but what will happen is you will use your rocket pack to kite the boss near the end of the boat so he will never be hitting you. Video Link- Comming Soon) Stay on your assigned boat the whole time, and after about 4 Battle mages you should win. P.S this method is faster than regular methods.

Death Bringer Saurfang -(I've Gone and Made a Mess!) - Raid setup may vary 2-3 healers-- Strat is basic. Basicly every one who has beaten DBS should have this achievment since you should never have more than 2 Mark of the Fallen Champion out at a time. My raid even trys to push for no marks being handed out. Easy faceroll.

Festergut -(Flu Shot Shortage)- Regular raid Setup-- The execution and with a little RNG luck you can get this achievment easily. You will need good raid healing and tank healing since shadow damage will only be cut by 50% instead of 75%
Outline:
First 2 Spores: Run away from raid (Only they get Inocculated)
Second 2 Spores:Every one gets Innocculated except the first two people
Third 2 Spores: Every one in raid gets a stack of Innculated
Extra notes: If the same raid member gets the Second Spore than they still buff every one in the group except the only change will be that they wont need a stack for the third spore. If the tank gets a spore
Melee run away instead of tank running away.

Rotface -(Dances with Oozes!)- Regular raid setup - Do strat like you normally would but instead of stacking the small ooze into the big ooze, you will move ahead of the kiting tank (i.e quarter of the room ahead) and form a 2nd big ooze. The kitiing tank by this time will catch up to the 2nd big ooze and will merge the 2 big ooze which will only result in giving it one stack of instability instead of 2. By the end you will be nearing 4 stacks and you will be unable to stack any more ooze's into the original big ooze. To solve this we have one melee or ranged with a taunt form a second big ooze which will act as your last resort. If you reach 4 stacks on the second big ooze than its game over, but you should have it down with only the first big ooze reaching 4 stacks initialy.

Second Method- 1 Tank ,7 DPS, 2 Healer's- Basicly zerg the boss and heal through the small ooze hits and if a big ooze forms have the regular OT who is dpsing pick up the big ooze and kite it around the room, not hiting any small ooze. Incase of another big ooze forming have either the OT pick it up or one of the other taunting dps bring it out to the OT without getting hit.

Professor Putricide -(Nausea, Heartburn, Indegestion) Raid Comp- 2 Healers,2 Tanks,6 DPS. When the green slime comes out you will need to have your raid stack on the green side, to mazimize dps and to take out the green quicker. Since it will most likely explode the first time your raid will be stacked and the damage should be minimal and by the time the second target starts to be choosen the slime should be dead by than. The orange one is a diffrent story since it helps if you have any movement speed increase to have a little but more time to kite it. Initially ranged dps will start at midway point to start dpsing the orange on as soon as it comes out since if it reaches its target it will preety much wipe or come close to it. The person it targets must run towards the green side and by the time the orange one gets kited to the green side it should be dead. In total you should have a total of 3-4 slimes comming out. Side Note: Abom Tank will be helping kill ozee since they dont need to do the slow any more. Also dpsing the slimes down so fast will result in faster phase 3 since you have more dps and less uptime on slimes.

A holy priest helps immensely for the Body and Soul (http://www.wowhead.com/spell=64129) talent, as do pet-classes which split the explosion damage.


Blood Council -(Orb Whisperer!) Regular raid compostion (excluding Kelseth Tank)- preety basic one once again, if every one does there job and nobody gets hit by anything life threatening this one should be an easy given for any raid.

Blood Queen Lane'thal -(Once Bitten, Twice Shy!)- Regular raid composition-- This achievment will take a few weeks to get for your raid because only 2 people will be able to get it every week. Communication is key to this, so calling out people who will be permently not getting bitten is key to this every week. Eventually every one will get it. Side Note: If your dps is low on this fight you might want to hold of on this achievment since it is preety tight all the way till the end.

Valithera Dream Walker -(Portal Jockey!) Raid Compositions vary- Have one dps take the extra portal every time one spawns in-order to get this(2 portals for healer's, 1 for dps) The damage midigation of adds outside will be less since the person inside the portals will be unable to deal damage/tank. Basic and easy

Sindragosa -(All you can eat!) Regular raid Comp-Arguabley the hardest Achievment in ICC- Diffiicult to piece together in words but the initial problem with this achievment is the first and all tank switching. The way to solve this is the first Iceblock will be dpsed down to 20-30%. When the 2nd Ice block comes the OT who has no current stacks will taunt at the other end of Sindragosa and the MT will run behind the first block and drop there stacks there. Once the MT gives the taunts back with no stacks, the OT will hide behind the 2nd Ice block and drops stack, rinse and repeat. At all current time the rest of the raid will be hiding behind each Ice block to make sure that the stacks are clear. We split our dps and had 3 dps killing the Ice block while the other 2 kept on boss the whole time. When the ice block was low on health we got all dps on boss. Side Note: Things start getting complicated when healers get ice blocked and unchained magic which can be hard to heal through, but in all the thing that ussually got us was when she did blistering cold and raid confusion happend. Eventually you will get a feel for how your raid works and you will be able to make small changes to fit.

Lich King-(Been Waiting a Long Time for this!)- Regular raid Comp- For a lot of raid groups, the problem with this achievement is the enrage timer. You will have to stop DPS in phase 1 and wait for the disease to stack. Remember that it's the DISEASE that needs to stack - NOT the debuff that the Lich King gets. One mob needs to have a 30-stack of Necrotic plague. Lich King will usually get to 35-40 stacks of his buff before this happens.

The basic strategy here is to have the first necrotic plague NOT get dispelled on adds. It needs to get dispelled outside of the raid. If you have the first necrotic plague "hook" on adds, it will kill the adds too quickly and you'll get to about a 27-stack when you run out of adds (thus failing the achievement). By dispeling the first one outside the raid and stacking it up higher, you'll get the achievement.

Belicia
05-03-2010, 09:47 AM
That's not how Portal Jockey works, actually. The description may be confusing, but all it requires is that every portal be used up, every time portals spawn. On 10man, send in 2 healers + 1 DPS every time a set of portals spawn, and do the fight normally. As long as every single portal is used, every member of the raid will get this achievement.

thecrazyman
05-03-2010, 11:12 AM
Lich King- (Neck Deep in Vile!) got removed from the requirement. (http://www.wowwiki.com/Hotfixes)

They fixed it due to a few guilds reporting after reviewing the logs that no AoE happen in the raid but they did not earn the acheivement.

Benza
05-03-2010, 07:23 PM
Strange o.O I read up on it but in game it still shows up as one of the required things.

gacktt
05-04-2010, 03:02 AM
You're making it hard on yourself, guilds who are shooting for wyrms will find the flavor achievements much easier than the hardmode ones.

Marrowgar -> hit the spikes, easy as that.

Deathwhisper -> drag her to 10% and wait for the RNG gods to come, when the abom's up have at least 2 of each caster/warrior alive so that you can auto p2 when she turns them into a skeleton.

Gunship -> 3 tanks 2 healers 5 dps. 1 tank + 2 cannnon dps in your ship, rest of the raid on enemy ship(for the whole fight), the 2 tanks will taunt swap for the bleed debuff which is easy to heal through, the 3 dps here kills the invading melee on your ship from afar. When you are 100% sure you will blow the ship up before another mage arrives, everyone jumps back in your ship.

Saur -> even pugs can get this achievement.

Fester -> skip 1st spore, everyone uses 2nd spore(except the first spore hosts), everyone uses third spore. that's about it.

Rot -> combine big oozes and merge 2 big oozes at the same time instead of absorbing mini oozes to buy time. Realistically, a guild capable of getting wyrms can just 1tank/1heal/8dps it with a hunter kiter and kill rotface before the 6th mini ooze spawns, which means the giant ooze is only at 3-4 power ups.

Putricide -> 2 heal and 6 dps it. P2 him before a single slime spawns. If you are range heavy, just do it like normal but bring 50% swiftness pots to use for orange, if you are melee heavy, stack on the green faucet to murdelize the green slime fast, on orange just kite it it well. If the abom is decent, he will contribute a good uptime of 13k+ dps on the slimes

Princes -> don't fail the giant fireball/giant vortex.

Queen -> just alternate vampires every now and then, you can easily kill her with just 4 vampires up.

Valithria -> heal her to 95%, wait, then have 3 dps enter the portal and your healers bomb her to 100%.

Sindra -> uh just los properly and do the tank switches quick, very easy with the nerf last patch, it can still go wrong due to bad rng but it shouldn't take a while.

Lich king -> Melee out, range dps him to 73%, wait. Let every add die from the plague, as long as you do not manually kill the adds and you do not suffer extreme bad RNG(tanks keep passing on to each other) then you will get 30 stacks before the add waves can't catch up to the plague damage. Finish him off regularly.

The first plague is cast on the adds, every plague after that will not be used, run out of range of everything and the plague will just dissapear.

Kloon
05-04-2010, 04:48 AM
For gunship i would say the best tactic is this:

2 tankis, 2 healers and 6 dps.

1 tank, 1 healer and 3 dps on the enemy ship.

2 dps in cannons (Helps out when killing adds on your ship when cannnons are frozen)

1 tank, 1 healer and 1 dps killing adds on your ship (Not very difficult..)

now, for the switch, the first 5 people going to the enemy ship will stay there untill they have killed 2 mages and when they have killed two mages, they jump back to your own ship, let the boss' stacks reset and the people previously in the cannons or kiling/tanking adds on your ship, now jumps over and kills the next two mages, while 2 dps from the first team goes in cannons.

If you get 5 mages you should be able to hold out, but you shouldnt get 5 mages on normal.

For rotface i would said the best setup to be:

2 Healers
6 DPS
2 Tanks

you start out with bloodlust/herosim and nuke the boss, then you do it all normally, but once the first big ooze reaches 4 stacks, you assign a dps (a dk or hunter would be best I think) with a ranged attack, and then you just simply feed that ooze up, and the tank and the dps kiting the second ooze needs to kite theirs the opposite ways.

This strategy would work only if you have good DPS, but in every pug i've been in we killed the guy just as the second big ooze formed.

thecrazyman
05-04-2010, 06:08 AM
Strange o.O I read up on it but in game it still shows up as one of the required things.

Yah its a known bug due to a hot fix achievements are not updated until a content patch. People have been reporting they got the meta without it, which suprised them. The funny thing is I don't see it mention for 25 man I guess the makeup in 10 favored one type of dps over another - i.e. heavy aoe caster. Bright side is its one less for the 10 man to get.

Benza
05-04-2010, 07:07 AM
Not sure what you mean about The Dreamwalker fight since all you need to do is have all portals taken every time they spawn. So basicly sacrifice one of your dps to take the portal and lawl around while they wait for the flying time to be over.

Matuzak
05-04-2010, 07:29 AM
Princes -> don't fail the giant fireball/giant vortex.

I have been in on sloppy kills where empowered shock, fireball, even kinetics go BOOM! and yet people STILL get the achievement(even on heroic mode kills). Our ten man group needed to do this one for a member to get his drake, and we failed two weeks in a row on what looked like clean attempts. It turned out to be the near perfect handling of shadow balls to resist the big hits from keleseth that finally got the job done.

The damage from kinetics, fireballs, and empowered shock being triggered doesn't seem to be quite enough to guarantee achievement failure.

Belicia
05-04-2010, 10:24 AM
Not sure what you mean about The Dreamwalker fight since all you need to do is have all portals taken every time they spawn. So basicly sacrifice one of your dps to take the portal and lawl around while they wait for the flying time to be over.

The orbs actually give DPS a stacking damage buff, so they can pick them up too, as long as they don't interfere with healers.

Kloon
05-04-2010, 10:43 AM
I don't know how it works now, but when my guild killed them on 25man, we had like 10 or 12 people alive at the end, and we still got the achievement (we used a warlock tank for this), but I don't think empowered shock vortex makes you fail the achievement, as it is a lot of small burst damages, not one big hit.

thecrazyman
05-04-2010, 11:15 AM
The princes achievement just comes with pratice with the same person tanking after awhile the main point is to have plenty of orbs around you so as they fade you have another to replace. Our warlock tank is usually rolling with ~5-7 on him all the time. The achievement just requires the person tanking him to be fast at picking up orbs and the healer on the ball of keeping them up.

Benza
05-06-2010, 07:22 AM
Could any body please help me with the (Ive been waiting a long time for this)

Im confused about if it reaches past 30 stacks if the bug still persists when you dont get the title. also wondering, only if the bug is still there, to get it to exactly 30 stacks and than move on too phase 2.

Also a little help on how the the plague mechainc will work in terms of how to pass it on too adds, as well as how the adds pass it on. Maybe a little help on how it stacks?

Thanks

gacktt
05-06-2010, 08:38 AM
You can make it go past 30 and get credit. When we gave this achievement again to our stragglers we actually had combined plagues and it hit over 32, achievement still earned.

Blacksen
05-06-2010, 02:30 PM
Raid Compostions/ Strats for and Idea's on how to do the Meta Achievment's. I will post every strat day by day and edit it well every day since Im in school :p. Feel free to post and arguable change's to the current write up P.s Possibly a Sticky? You probably need to spell things correctly in order to get a sticky...


Lord Marrogwar -(Boned!) - Regular raid setup--Kill Bonespikes ImediatlyThere's a much more effective strategy by having everyone stack under the boss. Coldflames will go onto the tanks. This makes it so that all bonespikes spawn in the same area and can be quickly targeted by melee.


Lady Deathwhisper -(Full House!) -Regular raid setup----Dps her shield down near 20-10% with regular add killing. At 20-10% mark start saving adds and stop all dps on shield. In order to get this you must have (1-Melle Acolyte, 1-Mage Acolyte, 1-Risen Melle, 1-Risen Mage, 1-Transformed Acolyte) Your OT will be asigned to pick up all the adds needed be collected. Communication is a key role in doing this. Any extra acolyte's that are up can be killed but be sure they are not one of the ones needed. Transformed Acolyte will need to be kited. Assign a healer to the OT. In phase 2, Mt Picks up Deathwhisper and DPS fight begins. Let MT get aggro and throw any aggro killers/misderectors to the MT. To give some more specificity... You need a Cult Fanatic, Cult Adherent, Reanimated Fanatic, Reanimated Adherent, and Deformed Fanatic. You should DPS the shield down and almost ignore the adds until just before the next wave spawns. You basically need to maximize the odds that one you need transforms. One other important thing to "watch out for" is pushing her while her ability timer is up. You don't want to push her while a Cult Fanatic is casting Dark Martydom, for instance.


Gunship Battle -(Im on a Boat!) - Regular raid setup---Strats are arguable. Not really. Why you're sending a healer over to the other boat is beyond me.

The important thing with this achievement is that the guns need to get re-occupied IMMEDIATELY. When the cannons get frozen, those people should stay near the cannons. The instant the mage dies, they should be back in the cannons firing away.


Professor Putricide -(Nausea, Heartburn, Indegestion) The important thing to recognize with this achievement is that the orange ooze will catch its target. Assuming that you were kiting it somewhat sufficiently, there wouldn't be that many stacks of gaseous bloat and thus the damage is more manageable. A holy priest helps immensely for the Body and Soul (http://www.wowhead.com/spell=64129) talent, as do pet-classes which split the explosion damage.


Lich King-(Been Waiting a Long Time for this!)- Regular raid Comp- Havent done this one yet personally so trying to piece together a strat. For a lot of raid groups, the problem with this achievement is the enrage timer. You will have to stop DPS in phase 1 and wait for the disease to stack. Remember that it's the DISEASE that needs to stack - NOT the debuff that the Lich King gets. One mob needs to have a 30-stack of Necrotic plague. Lich King will usually get to 35-40 stacks of his buff before this happens.

The basic strategy here is to have the first necrotic plague NOT get dispelled on adds. It needs to get dispelled outside of the raid. If you have the first necrotic plague "hook" on adds, it will kill the adds too quickly and you'll get to about a 27-stack when you run out of adds (thus failing the achievement). By dispeling the first one outside the raid and stacking it up higher, you'll get the achievement.

Benza
05-07-2010, 06:55 AM
Lord Marrogwar -(Boned!)- Your strat is fine but for the Hunter class they have a dead zone and unable to do sufficent dps meleeing the boss.

Gunship Battle -(Im on a Boat!)- healer should go over because the OT may get hit from time to time by the add

All your other strategies are acurate and ill add them to the post :)
Ill work on editing to whole guide over all, sorry for any mistakes you see atm

tuffmuffin
05-07-2010, 07:48 AM
Lord Marrogwar -(Boned!)- Your strat is fine but for the Hunter class they have a dead zone and unable to do sufficent dps meleeing the boss.

Gunship Battle -(Im on a Boat!)- healer should go over because the OT may get hit from time to time by the add

All your other strategies are acurate and ill add them to the post :)
Ill work on editing to whole guide over all, sorry for any mistakes you see atm
The Hunters can and should still be shooting at range and it's not hard at all to have them run into the group when Bone Spike is being cast. They will take a small DPS cut, but overall it's the much simpler strategy to get that achievement.

For Gunship you can just tank Saurfang or Bronzebeard on the edge of the ship and yoiur healers can stay on your own ship and heal him is what Blacksen was saying. Utilizing that strategy, there is zero point a healer should ever go to the other ship.

mattyplo
05-10-2010, 10:25 AM
Sindragosa -(All you can eat!) Regular raid Comp-Arguabley the hardest Achievment in ICC- Diffiicult to piece together in words but the initial problem with this achievment is the first and all tank switching. The way to solve this is the first Iceblock will be dpsed down to 20-30%. When the 2nd Ice block comes the OT who has no current stacks will taunt at the other end of Sindragosa and the MT will run behind the first block and drop there stacks there. Once the MT gives the taunts back with no stacks, the OT will hide behind the 2nd Ice block and drops stack, rinse and repeat. At all current time the rest of the raid will be hiding behind each Ice block to make sure that the stacks are clear. We split our dps and had 3 dps killing the Ice block while the other 2 kept on boss the whole time. When the ice block was low on health we got all dps on boss. Side Note: Things start getting complicated when healers get ice blocked and unchained magic which can be hard to heal through, but in all the thing that ussually got us was when she did blistering cold and raid confusion happend. Eventually you will get a feel for how your raid works and you will be able to make small changes to fit.

This achievement was, far and away, the biggest thing my 10 man was worried about towards getting our Drakes. We did HM Sindy a couple weeks ago, and I think the control we developed learning her hardmode really made the achievement a cakewalk. (On the flipside of course, the control you learn from the achieve will make the HM easier...) When we got to it, I think it took us just 8 attempts, with several screwups sub-5%. Just a few tips I have for anyone trying this achieve:
1. Go download an addon called Smorgasbord. It will alert the raid whenever someone gets a 6th stack. This is an absolute lifesaver when your OT gets a 6th stack at 3% and everyone is so focused on other things they might not notice without the fail message in raid chat.
2. If you normally do this with 3 heals (as we do; we have a disc and holy pally as our main healers, and an ele sham who goes heals when we need, and typically does for Sindy), try it with two as long as you have a hybrid who can help heal if you get unchained on one healer and iceblock on another in p3. The added DPS makes the whole thing go so much faster, which means less time for screwups in p3.
3. Use hero when Sindy hits 40%. She seems to skip a blistering cold if she's transitioning to ground phase around the same time, so we seemed to get the most hero uptime using it at 40%, and we had her down to sub-30% before the first iceblock was even out, which gave us a very nice jump.
4. Assign *one* melee to break blocks, with a second dps as backup *only if* the main block breaker is tombed. Use absolutely no dots on the blocks - just direct damage, so you have the most control.
5. As the first block is going out, have the OT get back behind where it's going to land, so they only have to make slight adjustments to drop stacks. Doing this, my OT was able to drop his initial stacks and come taunt before I even hit the 4 stack mark.
6. Leave the first block up until the first tank also drops stacks behind it. After that, have the tank that's dropping stacks call out when they're clear, and then break the block they were behind. The timing is such that you're best off leaving the first up a little bit longer to ensure the tank gets stacks dropped, but from there it's tank drops stacks -> break block.
7. Tanks need to leave the block as soon as their stacks tick to 1 second and go taunt. Don't wait for them to fall off, or a second longer. As soon as you know they're going to drop, go relieve the tank so he has time to drop stacks, even if there's some bad RNG.
8. Casters/healers should just drop stacks on every block, to be absolutely certain they don't get too many, in case there's a blistering cold. They should be able to jump behind with 3 seconds left, stay until the stack hits 1, and then be fine.
9. This is mainly for warrior tanks, but I highly recommend making a charge/intercept macro for getting out to blocks. Normally, charge is enough, but it sucks when you charge and then immediately get pulled back in by blistering. Macro it together with intercept, so you can pop right back out if you're pulled in. I also use an intervene focus macro on that fight, to get out during the start of air phases, but it can also be very helpful for quickly getting out to blocks.
10. Also for tanks - make a macro for taunting Sindy and taking over. It's *way* too easy to inadvertently still have an iceblock targetted and "taunt" it when you think you're taking Sindy. Taunting iceblocks was the cause for two of our fails, lol.

All in all, it's not a bad achieve to do, but I found it *extremely* stressful for myself and the other tank. We were the fails on I think 5 of our 8 attempts, and it was almost entirely due to just getting a little off on timing.

mattyplo
05-10-2010, 10:30 AM
Valithera Dream Walker -(Portal Jockey!) Raid Compositions vary- Have one dps take the extra portal every time one spawns in-order to get this(2 portals for healer's, 1 for dps) The damage midigation of adds outside will be less since the person inside the portals will be unable to deal damage/tank. Basic and easy


A note on this one too, which we discovered last week trying to get it for a new addition to our 10 man, which lead to our having to do it again this week. Be *very* careful healing her when new portals are about to spawn. We had the portals go active literally right as we were topping her off, and failed the achievement because, technically, the last set of portals were active. We realized too late it was going to be close, and had basically all of our dps spam-clicking different portals trying to get in in case they popped. One person managed, but the other two portals activated and then despawned before there was any shot of someone getting in. This week, when she hit 95% and we realized portals might come, we had the heals stop, wait until portals spawn, and sent in 3 dps while the healers finished her off.
Interestingly, when we did it the first time several weeks ago, our timing was such that we had no issues with it whatsoever. I guess with buffs etc, our timing just happened to put finishing her in line with portals, so we had to improvise.

Blacksen
05-10-2010, 01:08 PM
A note on this one too, which we discovered last week trying to get it for a new addition to our 10 man, which lead to our having to do it again this week. Be *very* careful healing her when new portals are about to spawn. We had the portals go active literally right as we were topping her off, and failed the achievement because, technically, the last set of portals were active. Definitely not the case. Having done this achievement several times, I can say that you must have lost it somewhere else.

The achievement is lost whenever a portal closes it its own and not due to a player.

swelt
05-11-2010, 05:41 AM
We had something very similar to Mattyplo - a very late portal as the boss was at 90-something% was missed. It's a human error not a bug, so as long as you stay alert and ready to click those portals until the very end, it's not a big deal.

On the various gunship strats, I don't see why you ever need to send a healer across. Simply drag the opposing captain to the edge of the boat so you can be healed from your own, keep debuffs up, chain defensive abilities towards the end. Did this in heroic mode the other day for someone that missed it, was just as easy as the 'normal' way.

mattyplo
05-11-2010, 07:23 AM
Definitely not the case. Having done this achievement several times, I can say that you must have lost it somewhere else.

The achievement is lost whenever a portal closes it its own and not due to a player.

I know without question that we hadn't lost it before that point - the other 9 people in the group had all done it before, and the three people I had assigned to portals all knew what they were doing. Perhaps the issue was that one of the 3 final portals *was* actually taken, while the other two portals *weren't* taken, even though they never closed on their own. (That is, maybe one portal being taken triggered something that made the game expect the other two to be taken, but because they weren't - even though we finished before they closed - it triggered a fail.) All I know is we did everything right to that point, and had done it before, but the timing was really odd on that try, so I wanted to caution folks to the potential. It's just safer to make sure the portals spawn and are taken, rather than risking not getting it just because a final set spawns while you're topping her off. =P

Benza
05-11-2010, 07:47 AM
This achievement was, far and away, the biggest thing my 10 man was worried about towards getting our Drakes. We did HM Sindy a couple weeks ago, and I think the control we developed learning her hardmode really made the achievement a cakewalk. (On the flipside of course, the control you learn from the achieve will make the HM easier...) When we got to it, I think it took us just 8 attempts, with several screwups sub-5%. Just a few tips I have for anyone trying this achieve:
1. Go download an addon called Smorgasbord. It will alert the raid whenever someone gets a 6th stack. This is an absolute lifesaver when your OT gets a 6th stack at 3% and everyone is so focused on other things they might not notice without the fail message in raid chat.
2. If you normally do this with 3 heals (as we do; we have a disc and holy pally as our main healers, and an ele sham who goes heals when we need, and typically does for Sindy), try it with two as long as you have a hybrid who can help heal if you get unchained on one healer and iceblock on another in p3. The added DPS makes the whole thing go so much faster, which means less time for screwups in p3.
3. Use hero when Sindy hits 40%. She seems to skip a blistering cold if she's transitioning to ground phase around the same time, so we seemed to get the most hero uptime using it at 40%, and we had her down to sub-30% before the first iceblock was even out, which gave us a very nice jump.
4. Assign *one* melee to break blocks, with a second dps as backup *only if* the main block breaker is tombed. Use absolutely no dots on the blocks - just direct damage, so you have the most control.
5. As the first block is going out, have the OT get back behind where it's going to land, so they only have to make slight adjustments to drop stacks. Doing this, my OT was able to drop his initial stacks and come taunt before I even hit the 4 stack mark.
6. Leave the first block up until the first tank also drops stacks behind it. After that, have the tank that's dropping stacks call out when they're clear, and then break the block they were behind. The timing is such that you're best off leaving the first up a little bit longer to ensure the tank gets stacks dropped, but from there it's tank drops stacks -> break block.
7. Tanks need to leave the block as soon as their stacks tick to 1 second and go taunt. Don't wait for them to fall off, or a second longer. As soon as you know they're going to drop, go relieve the tank so he has time to drop stacks, even if there's some bad RNG.
8. Casters/healers should just drop stacks on every block, to be absolutely certain they don't get too many, in case there's a blistering cold. They should be able to jump behind with 3 seconds left, stay until the stack hits 1, and then be fine.
9. This is mainly for warrior tanks, but I highly recommend making a charge/intercept macro for getting out to blocks. Normally, charge is enough, but it sucks when you charge and then immediately get pulled back in by blistering. Macro it together with intercept, so you can pop right back out if you're pulled in. I also use an intervene focus macro on that fight, to get out during the start of air phases, but it can also be very helpful for quickly getting out to blocks.
10. Also for tanks - make a macro for taunting Sindy and taking over. It's *way* too easy to inadvertently still have an iceblock targetted and "taunt" it when you think you're taking Sindy. Taunting iceblocks was the cause for two of our fails, lol.

All in all, it's not a bad achieve to do, but I found it *extremely* stressful for myself and the other tank. We were the fails on I think 5 of our 8 attempts, and it was almost entirely due to just getting a little off on timing.

I have to agree with you on this one but, the only thing in my head that keeps me from playing it through is the first tank switch.
To clarify:
1st block is kept up at around 20-10% to have first the raid(including OT) drop stacks
2nd Block raid runs behind and MT drops stacks while Ot is on Sindragosa. Mt than goes to Sindragosa taunts OT goes to 2nd iceblock and drops stacks with the rest of the raid while ranged kill the first one while all this is happening.
No more two iceblocks up at a time?

The thing that gets me is if there is anymore than 2 Ice blocks up at a time like at the first tank switch or does it go back to one each time after the 3d iceblock....? Sorry for my confusing piecing but its the best way i could write it down.

mattyplo
05-11-2010, 08:13 AM
I have to agree with you on this one but, the only thing in my head that keeps me from playing it through is the first tank switch.
To clarify:
1st block is kept up at around 20-10% to have first the raid(including OT) drop stacks
2nd Block raid runs behind and MT drops stacks while Ot is on Sindragosa. Mt than goes to Sindragosa taunts OT goes to 2nd iceblock and drops stacks with the rest of the raid while ranged kill the first one while all this is happening.
No more two iceblocks up at a time?

The thing that gets me is if there is anymore than 2 Ice blocks up at a time like at the first tank switch or does it go back to one each time after the 3d iceblock....? Sorry for my confusing piecing but its the best way i could write it down.

Just to clarify how it worked for us:

1. First iceblock goes out headside. Raid + OT drop stacks behind it. (MT is around the 2-3 stack mark when the OT drops stacks)
2. OT goes out to take over (this was happening for us before the 2nd frost beacon had gone out.)
3. MT drops stacks behind the *first* iceblock, which is right around when the 2nd iceblock is happening, tailside. MT calls for first block to be broken as he goes and takes over.
4. OT + raid drops stacks behind the second iceblock. Calls for it to be broken as he goes and takes over.
5. MT + raid drop stacks behind third iceblock, headside. Calls for it to be broken...etc etc

What we found is that our OT was able to drop stacks very quickly behind that first block, as he was already in position to LoS as soon as it formed. That meant he was on Sindy and the MT was clear to drop stacks before the 2nd block was even going out, so having him use that first block as well put us in a good rhythm. We still had time to break the first block as the 2nd block was forming, and then it just became current OT drops stacks -> calls for that block to be broken for the rest of the fight. There was maybe a tiny bit of overlap where there were two blocks out at the very start (if the MT had to wait an extra cycle to drop stacks, the 2nd block may already be formed), but that was it, and for the rest of the fight there was only ever one block up - the current OT should have stacks dropped and be calling for a break and running in to take over right as the next beacon was going out.

Also - we tried the strat where you flip Sindy 180 each switch, so the OT is taking over at the end of her closest to the block, but that actually caused us some serious problems with one of the tanks getting smacked by her tail and stunned, delaying dropping stacks. I could see how it could work, but it caused us more trouble than help, so we just kept her faced in the same direction. Our double warrior setup may have helped here, with the usefulness of charge/intervene/intercept and all the in and out movement.